Age | Commit message (Collapse) | Author |
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This patch adds new render passes to EEVEE. These passes include:
* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow
With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.
Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.
Known Limitations
* All materials that use alpha blending will not be rendered in the render
passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
a HD image with all render passes enabled at max extra 570MB GPU memory is
required.
Implementation Details
An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses
Future Developments
* In this implementation the materials are re-rendered for Diffuse/Glossy
and Emission passes. We could use multi target rendering to improve the
render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
ObjectID, MaterialID, UV.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D6331
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Not the cleanest implementation but the simplest.
This doubles the number of default shader variations.
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Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
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Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.
Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
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This does add some more register pressure as it passes a new vec3 down
the shading function. But for now we care more about accuracy than
efficiency.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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This cleanup removes the need of gigantic code duplication for each closure.
This also make some preformance improvement since it removes some branches and duplicated loops.
It also fix some mismatch (between cycles and eevee) with the principled shader.
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This commit separate the depth texture into another texture array.
This remove the need to output radial depth into alpha.
Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff.
This is in preparation of SSR planar reflections.
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Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
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Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
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This introduces a new transparency pass.
It bypass the radial distance encoding in alpha for the transparent shaders.
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Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
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Use old BI material prop and use a metallic approach.
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Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
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- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
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- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
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- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
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